Currently if releasing a shader program throws we don't release the GL context, which could leak resources, and any errors are silently dropped as we suppress notifications during releasing. Improve resource cleanup and debuggability of errors from custom effects by continuing to release shaders on failure (for runtime and `VideoFrameProcessingException`s) and always clean up the GL context. Note: this doesn't help with the case where releasing a custom shader blocks for a long time, causing releasing the frame processor to time out. PiperOrigin-RevId: 512042501
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